Editor Comment
update and expand
Revision Differences
of Revision 7
### Related links
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* Forum discussion: <http://wl.widelands.org/forum/topic/503/>
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* Launchpad blueprint: <https://blueprints.launchpad.net/widelands/+spec/ships>
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* Launchpad bzr branch: [lp:~widelands-dev/widelands/seafaring](https://code.launchpad.net/~widelands-dev/widelands/seafaring)
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## General Idea
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This blueprint is meant to provide a step by step implementation guideline for:
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1) Shipyard buildings
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* Kind of building + input + worker type
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1b) Workers of the shipyard building -> production programs
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2) Ships
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* What type of map object is this?
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* What should it be able to do?
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3) HabPourts
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* What building type (child of warehouse ? )
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4) Expedition and building of new settlements
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* How to handle?
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5) Things yet to be discussed:
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*### do we want to Shave smipyallrd rowboatuildings as-- "wpater streets" likey in settmplers 2 ?
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* if yes, should the rowboats bme able to transport workers as well?d
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### Shimpyard buildiemengsted:
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* The shipyard ishould be a medium sized production site building. It should get occupied by a **shipwright**. It should have resource slots for wood/planks and cloth.
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* The work program of the building should send the shipwright out to build a ship.
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(ftor pobe implement 5ed:
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* sThrouldgh it paroducget rawboquantities? And(for shifps yes,(in withole game swinotch per butteconomy) and rawboatos) eithe shipyard bshouild as well produce raw boats orut of 1 shiwood/ps?lank )+ 1 trunk
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(sto be decided:
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* Should there be different kind of ships? Small, medium and big merchant-ships? What about conquering harbour buildings of the enemy?)
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### Worker shipwright -- implemented
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implemented:
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* The shipwright costs 1 hammer + 1 carrier
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* The work program should first check if there's already a mapobject of type "ship constructionsite" and if yes the worker should continue to build that ship. Else the program should search for a place near water and send the shipwrigth to that location to start building a new ship.
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### Ships -- partly implemented
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implemented:
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* The "ship construction sites" ishould be handled similiar to a normal construction site with different building state pictures.
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* Once the ship construction site reaches 100% it is transformed to a mapobject of type "ship"
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to be implemented:
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* Onif the user clicks a swimable field and a ship is on that field orb r = 1 aroursnd, a window should pop up for the shimp, allowing them usenr to assign a named, for theat ship (should (aftbe printed above the ship later on), assign build)a tasek (ware exchange, fscout/explore, attack - see the subpoinet "ship tasks") and a foresward, go to hand a backward button (previous ship, go to current ship, next ship) - this menu shofuld be accessable via the window of a port building as well (or via statistics, like building statistics?)
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#### Shipl taysks
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to ber adefined.
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### Rawboatsw
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to be defimned
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### Porth building
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to ber defined.